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Post your screenshots! WIP thread

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Forums > Maps and Mods

10 Feb 15, 20:35
By DiscoStu
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Member
Isn't that when the lights are individually toggleable?
10 Feb 15, 21:59
By TJB
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Member
Probably because nothing was toggling, and they were the only lights in that test map.
I also tried it in an actual map with C1A0_FLIPSIGN5, but the colour variation was too subtle, and the lightmap grid of the surrounding surfaces too large for it to have any noticeable difference.
10 Feb 15, 22:17
By Bruce
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do re mi
i might be wrong but vluzacns tools might be able to cast light correctly off that first texture in your first screenshot, without any additional invisible stuff
10 Feb 15, 22:50
By TJB
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Member
How would that work? You have to put in a particular RGB value into the info_texlights entry for the texture.

[Edit]
Actually, doesn't it have a feature where light bounces are affected by the colour of the texture? That might be what you're thinking of, but I've got no idea how much if at all it's affected by colour variation within the texture itself.
10 Feb 15, 23:50
By JeffMOD
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Call 141.12
There's a light_surface entity or something, IIRC. I think it samples colour from the rgb values of the texture. Haven't played around much with it.
10 Feb 15, 23:52
By Urby
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mod is ded?
Quote:
Actually, doesn't it have a feature where light bounces are affected by the colour of the texture?

Yeah, that's a Vluzacn's compile tool feature. It's pretty sweet
10 Feb 15, 23:54
By JeffMOD
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Call 141.12
There's a reason VHLT is the best set of compile tools for Goldsource.
Well, many reasons.
11 Feb 15, 00:47
By Bruce
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do re mi
Yep Jeff, light_surface, if it calculates averages for subdivisions rather than planes, it should work too lazy to try
11 Feb 15, 05:44
By doodle
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Member
Ah, posted a tiny image.

I wish you could link directly to a youtube vid on this forum, but no dice. Anyways, here it is again, with a few images for show:







YOUTUBE LINK

https://www.youtube.com/watch?v=jSyjhLu8y9M
11 Feb 15, 09:26
By Archie
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The Best of Times
You've still posted tiny images, haha! Looks like it has a lot of atmosphere, but the brushwork is fairly blocky. You could hide the overall lack of detailing with more striking lighting - at the moment there's very little contrast. Also notice that the fire isn't casting any light.

Great WIP!
11 Feb 15, 09:40
By doodle
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Member
Hmm yeah, fair point. Great spot on the fire lights. (A few random lighting additions is helping - PLUS I hadn't put on HDR just yet)

I've been trying (and failing) to push the source engine. Higher res textures aren't helping all that much. Considering these are basically film scenes, I can up the detail as high as I want (the biggest issue is the texture quality of source models is still very low, and bump mapping isn't really "detailing" the walls).

I've seen some of The Core work you've done re: detailing and perhaps I can detail the inside of the house a bit more using similar ideas, cutting up the floorboards or changing the roof a bit perhaps.
11 Feb 15, 09:56
By doodle
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Member
Title image after all the rest:

11 Feb 15, 14:00
By Tetsu0
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1000101 Hehe
Doodle, have you tried using displacements for regular walls? They're not just for terrain you know.
It's nice for putting dents in things and giving corners some roughness. Just displace, add noise, and sew.

Bump maps do wonders but source needs to have pretty aggressive ones, and plenty of cubemaps. grin - :D
11 Feb 15, 14:09
By Urby
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mod is ded?
Having done some work with Episode 2 recently, I can't help but notice that cubemaps are b0rked... Is there any way around that?
11 Feb 15, 14:11
By Tetsu0
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1000101 Hehe
Why do you say that?
Just plop them in around 64 units above ground, and then run "buildcubemaps" in game
If you alt-tab out of HL2 a lot, you occasionally need to restart.
What problems are you having?
11 Feb 15, 15:31
By Urby
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mod is ded?
In episode 2 at least, they show as black after being built.
11 Feb 15, 16:25
By Tetsu0
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1000101 Hehe
Are you specifying faces? (Don't)
After building the cubemaps in game, try restarting HL2.

Also, make sure you don't have any leaks.
11 Feb 15, 18:51
By Urby
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mod is ded?
Not specifying faces and have tried restarting multiple times.

Map is totally leak free.

Maybe HL2 still works as normal but Episode 2 definitely has issues...
11 Feb 15, 18:56
By Tetsu0
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1000101 Hehe
i need to test this.
upload to problem vault and i'll take a look?

/end hijack
11 Feb 15, 23:02
By Elliot Lucak
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Member
Been really out of my comfort zone with this last project, never worked with highpoly>lowpoly particularly often before.


11 Feb 15, 23:22
By Bruce
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do re mi
low poly+hi res tex=pain
12 Feb 15, 00:13
By DiscoStu
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Member
It's kind of like Minecraft tongue - :P
12 Feb 15, 00:33
By TJB
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Member
Oh god Stu, you just reminded me of those awful 'realistic' texture packs.
12 Feb 15, 03:14
By Bruce
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do re mi
now its better



12 Feb 15, 05:35
By Jessie
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What a grade-A femme
glad - :glad:
21 Feb 15, 00:21
By doodle
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Member
Made a few changes:

https://www.youtube.com/watch?v=3JCJo6EByS
U&feature=youtu.be


The mod is live here:

http://www.moddb.com/mods/twelve-absent-men
23 Feb 15, 09:40
By ninja defuse
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Member
a little spaceship made in Blender 3D
i am not satisfied with the windows



with background: http://i.imgur.com/UJcbGX8.jpg
23 Feb 15, 13:55
By Tetsu0
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1000101 Hehe
Looks like something from Spore. I like it!
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Forums > Maps and Mods

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